Bestow Curse (the reverse of Remove Curse) can bring about any number of unfortunate effects upon a being, determined by the caster and Referee. Some limits of effect must be enforced. Typical possibilities are limited to no more than a –2 pen alty to saving throws or –4 to hit, an ability being reduced by 50%. These effects can have any number of creative symptoms. The victim can avoid being affected by Bestow Curse with a successful saving throw versus Magic.While this is useful to have in a pinch, I wanted some curses and hexes with a bit more variety. Several drinks later, this is what I came up with.
Also, see my subsequent post with 1d100 flavourful curse symptoms.
Credit, Anna R |
1d100 Curses & Hexes
d100 Roll | Curse Effect |
---|---|
1 | The PC suffers from horrific nightmares and heals only every other day when resting. They are constantly fatigued (disadvantage on all rolls). |
2 | Food turns to ash in the PC's mouth. They must eat twice as much to sustain themselves. |
3 | Coins seem to escape when the PC isn't looking. Whenever the PC handles currency there is a 50% chance that 1d20% of the amount is lost. |
4 | Choose another party member - the PC's fate is bound to them. The PC takes damage whenever the bonded character does, but if the PC takes damage the other character is healed. |
5 | The PC's vision is obscured by grey mists past 60'. |
6 | The PC is blinded. |
7 | The PC's limbs become leaden and weighty. Increase enbumbrance level by 1. |
8 | The PC constantly breaks wind or belches, -4 CHA. Stealth is impossible. |
9 | The PC hears a different, jarring noise in their ears every few seconds which disorders their thoughts, -2 WIS and the PC is surprised on 4-in-6 in combat. |
10 | One of the PC's legs grows longer than the other. Treat movement as 1 encumbrance level higher due to the ungainliness of their walking. |
11 | The PC hawks up a small mucus covered creature (1hp). They must nourish and care for it. If it dies, they die. |
12 | Iron and steel burn the PC's flesh, inflicting 1d6 damage every round they are in contact. |
13 | Wood rots and crumbles at the PC's touch. |
14 | Animals despise the PC and attack on sight. |
15 | The PC is deafened. |
16 | The PC's fingers and toes fall off, -4 DEX. They regrow over the next 3 days, are usable on the 4th day and then the cycle repeats. |
17 | If the PC is violently ill if they eat anything other than turnips. Drinking is not affected. |
18 | The PC exudes a delicious savoury scent. Stealth vs enemies with a keen sense of smell is twice as hard. Carnivores always attack this PC first. |
19 | The PC runs a constant fever and is always catching colds. Saves vs Poison to resist disease are rolled with disadvantage. |
20 | The PC's vocal cords are paralysed and they cannot speak. |
21 | The PC's tongue has a will of its own and spits vile insults whenever the PC tries to speak. |
22 | The PC's bones become brittle and frail. They cannot carry >1 level of encumbrance. |
23 | Whenever a friendly character within 50' casts a spell there is a 50% that the spell targets the PC, if offensive, or their enemy, if beneficial. |
24 | All iron and steel objects that the PC touches rapidly crumble into rusty fragments. |
25 | If the PC kills something they immediately spew 1d20 litres of blood from every available orifice and suffer 2 CON damage. |
26 | If the PC stands still for more than 30 seconds in the same spot they are rooted to the floor by vines. They can free themselves with an Open Doors roll. |
27 | The sun burns and blisters the PC's skin, doing 1d6 damage per round. |
28 | If the PC is knocked unconscious daemons spirit their soul away for 1d4 days and permanently reduce their CHA by 1 point. |
29 | The PC has no weight when exposed to the wind and will be blown away without adequate precautions. |
30 | The PC's skin becomes cracked and raw, opening wounds at any opportunity. Max HP is reduced by 1d6 to a minimum of 1HP. |
31 | The PC's nose rots away and falls off, -4 CHA. |
32 | Everything the PC utters is believed to be a lie by those who hear them. |
33 | A fug lies across the PC's mind, slowing their wits and dulling their senses, -4 INT & WIS. |
34 | The PC's back cracks and knots into a hunched stoop, forcing them to walk on all fours. They roll to hit with disadvantage and suffer -4 DEX. |
35 | The PC's hands and feet switch places. |
36 | The PC's eyes point out of the back of their head. |
37 | Daemonic forces rend the PC's soul and cause them constant pain, -2 CON. If the PC ever drops to 0HP their soul is immediately dragged to the Abyss. |
38 | The PC's muscles wither and decay, 1/2 STR. |
39 | If the PC ever suffers a piercing injury they fall into a catatonic state from which they can only be revived if kissed by a being with a CHA score of >16. |
40 | The PC cannot breathe air, but they can breathe underwater. |
41 | The PC's blood roils and rebels in their veins. Any injury causing blood to be spilt deals double damage as the PC's blood seizes the chance to be free. |
42 | The PC's presence is anathema to most beings. They will always be attacked first in combat. |
43 | Knowledge of written language is struck from the PC's brain. They cannot read or write. |
44 | The PC must speak in rhymes. |
45 | A seed worms its way out of the PC's nose and embeds itself in the ground. Within an minute it grows into a tree - any damage or illness that the tree suffers, the PC suffers. |
46 | The PC cannot consciously cross running water. |
47 | The opposite gender despise the PC. |
48 | The PC can only heal naturally when they deal an amount of damage to another being as a sacrifice. The damage dealt is the amount that the PC heals at the standard rate. |
49 | The PC attracts ranged projectiles. All ranged attacks launched from within 100' have a 50% chance of targetting the PC. |
50 | The PC's soul burns and shines like an astral beacon, attracting all sorts of divine and arcane energies. Their Saves vs Magic are rolled with disadvantage. |
51 | The PC's joints stiffen and creak, causing pain with every movement, -4 DEX. |
52 | The PC's footsteps are boomingly loud, even on soft surfaces. Stealth is impossible. |
53 | The PC's skin exudes a volatile, flammable oil that will ignite if any source of flame comes within 10'. |
54 | The PC loses all mental filters and voices their thoughts aloud. |
55 | The PC views the world in monochrome, save for the occasional blood red object. |
56 | The PC's internal compass is hopelessly scrambled and they are unable to navigate in any meanindful way. Any attempts to navigate will always lead to being lost. |
57 | Unlucky. The PC cannot benefit from critical hits and suffers a critical miss on a roll of 1-3. |
58 | The PC hears whispers demanding blood and skulls. They have an random chance of attacking any living thing within range in combat, including their movement range. |
59 | The PC's palms and soles lose virtually all grip. Climbing skill is halved and all attack rolls are made at a disadvantage. |
60 | The PC's body weighs twice as much. Their encumbrance doesn't change but they are twice as likely to break things they stand on. They sink very quickly. |
61 | Liquid flees the PC's presence. This makes drinking rather difficult. |
62 | The PC cannot drink unadulterated water. |
63 | The PC turns to stone if another being looks at them. They recover when nothing is looking. |
64 | The stars spell the PC's doom. Each day, after sleeping under the open sky, the PC makes all rolls with disadvantage. |
65 | Any paper or parchment touched by the PC rapidly ages as if it had spent a century in the sun. |
66 | Upon waking the PC has a 50% chance of finding their relative gravity reversed. |
67 | The PC's chest cavity opens and their heart hangs loose. Any attacks to the PC's front deal triple damage. |
68 | The PC's mouth seals shut. |
69 | The PC's arms and legs swap places. |
70 | The PC's bones lose all structure and they devolve into a grotesque blob form, -4 CHA & DEX. |
71 | The PC is bent 90 degrees backwards at the waist, disadvantage on all combat rolls. |
72 | The PC's arms elongate until their knuckles touch the floor. They gain 1 reach on any attacks but take disadvantage on all combat rolls. |
73 | The PC's torso bloats to double its size, destroying any worn armour (and dealing 1d6 damage if so) in the process. |
74 | The PC's legs shrink to half their length. They drop to the half their previous movement speed, rounded down. |
75 | Any object held in the PC's hands seems unbearably heavy. Any held item counts as oversized for encumbrance purposes. |
76 | Ropes and chains in the vicinity of the PC animate themselves and attempt to restrain and hang them. |
77 | The light of the moon causes the PC to enter a catatonic state for 1d6 days. |
78 | Objects stick to the PC's hands. It takes a full action to drop something they are holding, throwing is impossible. |
79 | When the PC falls into a deep slumber when they hear music. They can only be woken by shaking or a physical blow. |
80 | The PC appears as if they are standing in daylight when in dark places or at night. |
81 | The PC's fingers fuse together into flippers. |
82 | The PC is marked for death and cannot naturally heal. |
83 | Any light source held by the PC burns twice as quickly and produces twisted, horrifying shadows. |
84 | The PC can only gain sustenance from the flesh and blood of sentient beings. |
85 | The PC cannot bear to be in the presence of a god, cleric or holy site. They take 1d6 damage every round when they are not actively fleeing the source of a divine presence. |
86 | The PC's eyes and mouth switch places, CHA is reduced to 3. |
87 | One of the PC's hands does all it can to inconvenience and harm them, i.e. dropping or breaking items, refusing to grip great weapons etc. |
88 | The PC's legs fuse together and they must hop everywhere. Movement rate is reduced to the lowest possible. |
89 | The PC is unable to remove any armour, clothing or other equipment they are currently wearing as it fuses to their flesh with a sizzling hiss. |
90 | The PC is afflicted with a terrible lust for treasure and will attempt to devour any valuable objects they see. |
91 | Any rope or ladder bearing the PC's weight will break or snap within moments. |
92 | One of the PC's arms withers to a feeble husk and cannot be used. |
93 | Any plants touched by the PC wither and die, including ones they step on while walking. |
94 | Doomed. The PC takes disadvantage on all combat rolls and their opponents gain advantage on all of theirs. |
95 | The PC is constantly parched and requires twice as much water each day to stop them from dehydrating. |
96 | The PC only has a corporeal presence at night. |
97 | The PC feels a constant hunger and must Save vs Magic whenever they see food. Failure means that they will violently attempt to gorge themselves. |
98 | Any tool that the PC uses to complete a task has a 50% chance of breaking, regardless of the nature of the task. |
99 | All light sources within 50' of the PC extinguish themselves with screams. |
100 | Food and drink spoils if in the presence of the PC for longer than a day. |
Footnote: Anyone with experience in getting HTML tables formatted in Blogger, please send me any tips that you have!
This is so sweet, thanks!
ReplyDeleteNo worries! Glad you like it.
DeleteThis is the sort of thing I wish I had a year ago. Good job!
ReplyDeleteI hope it comes in handy from now on!
Delete